40K Ard Boyz Semi Final Scenario 1: I haz a Mezzige!

Mission: Escort your messenger across the board safely while intercepting your opponent s m essenger. Objective: Score more victory points than your opponent while escorting your messenger into your enemy s deployment zone. Before the start of the game each player must nominate a single non vehicle, non monstrous creature troop model to represent their messenger. This model must be escorted i nto the enemy deployment zone by the end of turn 6. The messenger and his unit must be deploye d in your deployment zone. The unit with the messenger cannot infiltrate, scout or deep st rike and he can not be held in reserve. The unit can be deployed in a vehicle with transport cap acity but that vehicle cannot scout, infiltrate, outflank or deep strike. If you successfully e scort your messenger into your enemy s deployment zone you will receive an additional 500 victory point s. (FOR DEMON ARMIES: select one unit of troops to have the messenger as above. Thi s unit must deep strike into your deployment zone. IF the scatter moves the unit out of the deployment zone move it back the minimum distance so the entire unit is in your deployment zone. When dividing your army don t count this unit as it will automatically arrive with your first wave). Deployment: Use Dawn o War found on page 93 of the rulebook. Length of Game: This game last 6 turns, or until time is called. Do not begin another game turn unless both players can finish their player turn. Special rules: Infiltrate (page 92) Deep Strike (page 95) Outflank (Page 94) Reserves (page 94) Seize the Initiative (Page 92) Massacre: 1126 to 2500 victory points more than your opponent. Major Victory:

751 to 1125 victory points more than your opponent. Minor Victory: 376 to 750 victory points more than your opponent. Draw: Your total is within 375 victory points of your opponent. Battle point modifiers: +1 If your opponent has no units in your deployment zone. +1 If you destroy all of your opponent s elite choices (if they have none you get this automatically.) +1 If you kill the enemy s messenger. +1 If your messenger is alive at the end of the game.

40K Ard Boyz Scenario 2: Kaptur da Flag! Mission: The Warboss has planted a flag in the center of the table. It is your job to mak e sure it stays his. Objective: Place an objective marker in the exact center of the board. At the end of the ga me the player with the most scoring units within six inches of the objective marker wins. Deployment: Use Pitched Battle as per page 92 of the main rulebook. Length of Game: Use random game length as per page 90 of the main rulebook, or until time is cal led. Do not begin another game turn unless both players can finish their player turn. Special Rules: Infiltrate (page 92) Deep Strike (page 95) Outflank (Page 94) Reserves (page 94) Seize the Initiative (Page 92) Massacre: Have 5 more scoring units within six inches of the objective than your opponent. Major Victory: Have 3 more scoring units within six inches of the objective than your opponent. Minor Victory: Have 1 more scoring unit within six inches of the objective than your opponent. Draw: Both players have the same amount of scoring units within six inches of the cent er. Battle point modifiers: +1 If your most expensive HQ choice is within six inches of the objective. +1 if you have none of your units in your deployment zone at the end of the game . +1 If you kill an enemy HQ +1 If you control more terrain than your opponent. (To control you need a scorin g unit within 3 of a piece of terrain)

40K Ard Boyz Semi Finals Scenario 3: Armies That Go Bump in the Night! Mission: Achieve your mission objective. Objective: You have stumbled upon an enemy army and the Warboss hasn t told you what to do ye t. At the start of turn three roll on the following chart to determine both players objective: 1-2 Kill Points, 3-4 table quarters, 5-6 terrain features. Kill points: The play er with the most kill points wins. Table Quarters: The player who controls the most table qu arters wins. Terrain Features: The player that controls the most terrain features wins. To control a terrain feature you must have a scoring unit within 3 inches of the ed ge of the feature. To control a table quarter you must have more scoring units in that qua rter than your opponent. Deployment: Use Spearhead found on page 93 of the rulebook. Length of game: Use random game length as per page 90 of the main rulebook, or until time is cal led, so that each player completes the same number of turns. Special Rules: Infiltrate (page 92) Deep Strike (page 95) Outflank (Page 94) Reserves (page 94) Seize the Initiative (Page 92) Massacre: Score 5 or more kill points than your opponent. Hold 3 or more table q uarters than your opponent. Control 3 or more terrain features than your opponent. Major Victory: Score 3 more kill points than your opponent. Hold 2 more table qu arters than your opponent. Control 2 or more terrain features than your opponent Minor Victory: Score 1 more kill point than your opponent. Hold 1 more table qua rter than your opponent. Control 2 or more terrain features than your opponent. Draw: Score the same number of kill points. Hold the same number of table quarte rs. Hold the same number of terrain features. Battle point modifiers:

+1 If +1 if +1 If +1 If e any Heavy

you kill an enemy HQ you ve destroyed all of your opponents dedicated transports your opponent has no units in your deployment zone. you kill all of your opponents Heavy Supports. (If your opponent doesn t hav Support choices you receive this point automatically)